Magic_Game/core/Action/EActionDelay.cpp

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#include "..\eactions.h"
#include "..\Win\winbase.h"
e2d::EActionDelay::EActionDelay(float duration)
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{
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setInterval(static_cast<LONGLONG>(duration * 1000));
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}
e2d::EActionDelay * e2d::EActionDelay::clone() const
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{
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return new EActionDelay(static_cast<float>(ToMilliseconds(m_nAnimationInterval.QuadPart)) / 1000.0f);
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}
void e2d::EActionDelay::_init()
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{
EAction::_init();
}
void e2d::EActionDelay::_update()
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{
EAction::_update();
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// <20>ж<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>
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if (IsIntervalFull(m_tLast, m_nAnimationInterval))
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{
this->stop();
}
}
void e2d::EActionDelay::_reset()
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{
EAction::_reset();
}